CREDITS
INFORMATIONEN
Mit dem Skript können normale XP-Characters benutzt werden - hilfreich wenn man Makerninjas XP-Tiles für den VX benützt - oder auch VX-Chars mit 4 Frames und mit $ vorne im Namen.
SKRIPT
class Game_Character
  #--------------------------------------------------------------------------
  # *initialize
  #--------------------------------------------------------------------------
  alias old_ini initialize
  def initialize
    old_ini
    @original_pattern = 2
  end
  #--------------------------------------------------------------------------
  # * strength
  #--------------------------------------------------------------------------
  def straighten
    @pattern = 2 if @walk_anime or @step_anime
    @anime_count = 0
  end
end
class Sprite_Character < Sprite_Base
  #--------------------------------------------------------------------------
  # * Update Transfer Origin Bitmap
  #--------------------------------------------------------------------------
  def update_bitmap
    if @tile_id != @character.tile_id or
       @character_name != @character.character_name or
       @character_index != @character.character_index
      @tile_id = @character.tile_id
      @character_name = @character.character_name
      @character_index = @character.character_index
      if @tile_id > 0
        sx = (@tile_id / 128 % 2 * 8 + @tile_id % 8) * 32;
        sy = @tile_id % 256 / 8 % 16 * 32;
        self.bitmap = tileset_bitmap(@tile_id)
        self.src_rect.set(sx, sy, 32, 32)
        self.ox = 16
        self.oy = 32
      else
        self.bitmap = Cache.character(@character_name)
        sign = @character_name[/^[\!\$\#\%]./]
        if sign != nil
          #  for single VX character
          if sign.include?('$')
            @cw = bitmap.width / 3
            @ch = bitmap.height / 4
            @vx_or_xp = 0
          # for XP single character
          elsif sign.include?('#')
            @cw = bitmap.width / 4
            @ch = bitmap.height / 4
            @vx_or_xp = 1
          # for XP character set in VX format
          else
            @cw = bitmap.width / 16
            @ch = bitmap.height / 8
            @vx_or_xp = 1
          end
          # for VX character set
        else
          @cw = bitmap.width / 12
          @ch = bitmap.height / 8
          @vx_or_xp = 0
        end
        self.ox = @cw / 2
        self.oy = @ch
      end
    end
  end
  
  #--------------------------------------------------------------------------
  # ? update Transfer origin rect
  #--------------------------------------------------------------------------
  def update_src_rect
    if @tile_id == 0
      index = @character.character_index
      # XP format
      if @vx_or_xp == 1
        pattern = @character.pattern < 4 ? @character.pattern : 1
        sx = (index % 4 * 4 + pattern) * @cw
      # VX format
      else
        pattern = @character.pattern < 3 ? @character.pattern : 1
        sx = (index % 4 * 3 + pattern) * @cw
      end
      sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
      self.src_rect.set(sx, sy, @cw, @ch)
    end
  end
end
LINKS
Als Textdatei ansehen oder speichern... (http://www.erzvx.de.ms/scripts/XPChars.txt)
RPG RPG Revolution (Quelle) (http://www.rpgrevolution.com/forums/?showtopic=10100)